/*
* Copyright (C) 1997-2001 Id Software, Inc.
* 
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation; either version 2 of the License, or (at your option) any later
* version.
* 
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE.
* 
* See the GNU General Public License for more details.
* 
* You should have received a copy of the GNU General Public License along with
* this program; if not, write to the Free Software Foundation, Inc., 59 Temple
* Place - Suite 330, Boston, MA 02111-1307, USA.
*  
*/

// Created on 13.11.2003 by RST.
// $Id: M_Soldier.java,v 1.4 2005/11/20 22:18:33 salomo Exp $
using System;
using Defines = Suake2.UI.Defines;
using Suake2.UI.game;
using EntDieAdapter = Suake2.UI.game.EntDieAdapter;
using EntDodgeAdapter = Suake2.UI.game.EntDodgeAdapter;
using EntInteractAdapter = Suake2.UI.game.EntInteractAdapter;
using EntPainAdapter = Suake2.UI.game.EntPainAdapter;
using EntThinkAdapter = Suake2.UI.game.EntThinkAdapter;
using GameAI = Suake2.UI.game.GameAI;
using GameBase = Suake2.UI.game.GameBase;
using GameUtil = Suake2.UI.game.GameUtil;
using Monster = Suake2.UI.game.Monster;
using edict_t = Suake2.UI.game.edict_t;
using mframe_t = Suake2.UI.game.mframe_t;
using mmove_t = Suake2.UI.game.mmove_t;
using Com = Suake2.UI.qcommon.Com;
using Lib = Suake2.UI.util.Lib;
using Math3D = Suake2.UI.util.Math3D;
namespace Suake2.UI.game.monsters
{
	
	public class M_Soldier
	{
		public M_Soldier()
		{
			InitBlock();
		}
		public class AnonymousClassEntThinkAdapter:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_dead";
				}
				
			}
			public override bool think(edict_t self)
			{
				
				Math3D.VectorSet(self.mins, - 16, - 16, - 24);
				Math3D.VectorSet(self.maxs, 16, 16, - 8);
				self.movetype = Defines.MOVETYPE_TOSS;
				self.svflags |= Defines.SVF_DEADMONSTER;
				self.nextthink = 0;
				GameBase.gi.linkentity(self);
				return true;
			}
		}
		public class AnonymousClassEntDieAdapter:EntDieAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_die";
				}
				
			}
			public override void  die(edict_t self, edict_t inflictor, edict_t attacker, int damage, float[] point)
			{
				int n;
				
				// check for gib
				if (self.health <= self.gib_health)
				{
					GameBase.gi.sound(self, Defines.CHAN_VOICE, GameBase.gi.soundindex("misc/udeath.wav"), 1, Defines.ATTN_NORM, 0);
					for (n = 0; n < 3; n++)
						GameMisc.ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, Defines.GIB_ORGANIC);
					GameMisc.ThrowGib(self, "models/objects/gibs/chest/tris.md2", damage, Defines.GIB_ORGANIC);
					GameMisc.ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, Defines.GIB_ORGANIC);
					self.deadflag = Defines.DEAD_DEAD;
					return ;
				}
				
				if (self.deadflag == Defines.DEAD_DEAD)
					return ;
				
				// regular death
				self.deadflag = Defines.DEAD_DEAD;
				self.takedamage = Defines.DAMAGE_YES;
				self.s.skinnum |= 1;
				
				if (self.s.skinnum == 1)
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Soldier.sound_death_light, 1, Defines.ATTN_NORM, 0);
				else if (self.s.skinnum == 3)
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Soldier.sound_death, 1, Defines.ATTN_NORM, 0);
				// (self.s.skinnum == 5)
				else
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Soldier.sound_death_ss, 1, Defines.ATTN_NORM, 0);
				
				if (System.Math.Abs((self.s.origin[2] + self.viewheight) - point[2]) <= 4)
				{
					// head shot
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_death3;
					return ;
				}
				
				n = Lib.rand() % 5;
				if (n == 0)
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_death1;
				else if (n == 1)
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_death2;
				else if (n == 2)
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_death4;
				else if (n == 3)
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_death5;
				else
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_death6;
			}
		}
		public class AnonymousClassEntThinkAdapter1:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_attack1_refire1";
				}
				
			}
			public override bool think(edict_t self)
			{
				if (self.s.skinnum > 1)
					return true;
				
				if (self.enemy.health <= 0)
					return true;
				
				if (((GameBase.skill.value_Renamed == 3) && (Lib.random() < 0.5)) || (GameUtil.range(self, self.enemy) == Defines.RANGE_MELEE))
					self.monsterinfo.nextframe = Suake2.UI.game.monsters.M_Soldier.FRAME_attak102;
				else
					self.monsterinfo.nextframe = Suake2.UI.game.monsters.M_Soldier.FRAME_attak110;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter2:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_attack1_refire2";
				}
				
			}
			public override bool think(edict_t self)
			{
				if (self.s.skinnum < 2)
					return true;
				
				if (self.enemy.health <= 0)
					return true;
				
				if (((GameBase.skill.value_Renamed == 3) && (Lib.random() < 0.5)) || (GameUtil.range(self, self.enemy) == Defines.RANGE_MELEE))
					self.monsterinfo.nextframe = Suake2.UI.game.monsters.M_Soldier.FRAME_attak102;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter3:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_attack2_refire1";
				}
				
			}
			public override bool think(edict_t self)
			{
				if (self.s.skinnum > 1)
					return true;
				
				if (self.enemy.health <= 0)
					return true;
				
				if (((GameBase.skill.value_Renamed == 3) && (Lib.random() < 0.5)) || (GameUtil.range(self, self.enemy) == Defines.RANGE_MELEE))
					self.monsterinfo.nextframe = Suake2.UI.game.monsters.M_Soldier.FRAME_attak204;
				else
					self.monsterinfo.nextframe = Suake2.UI.game.monsters.M_Soldier.FRAME_attak216;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter4:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_attack2_refire2";
				}
				
			}
			public override bool think(edict_t self)
			{
				if (self.s.skinnum < 2)
					return true;
				
				if (self.enemy.health <= 0)
					return true;
				
				if (((GameBase.skill.value_Renamed == 3) && (Lib.random() < 0.5)) || (GameUtil.range(self, self.enemy) == Defines.RANGE_MELEE))
					self.monsterinfo.nextframe = Suake2.UI.game.monsters.M_Soldier.FRAME_attak204;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter5:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_attack3_refire";
				}
				
			}
			public override bool think(edict_t self)
			{
				if ((GameBase.level.time + 0.4) < self.monsterinfo.pausetime)
					self.monsterinfo.nextframe = Suake2.UI.game.monsters.M_Soldier.FRAME_attak303;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter6:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_attack6_refire";
				}
				
			}
			public override bool think(edict_t self)
			{
				if (self.enemy.health <= 0)
					return true;
				
				if (GameUtil.range(self, self.enemy) < Defines.RANGE_MID)
					return true;
				
				if (GameBase.skill.value_Renamed == 3)
					self.monsterinfo.nextframe = Suake2.UI.game.monsters.M_Soldier.FRAME_runs03;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter7:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_fire8";
				}
				
			}
			public override bool think(edict_t self)
			{
				jake2.game.monsters.M_Soldier.soldier_fire(self, 7);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter8:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_fire1";
				}
				
			}
			public override bool think(edict_t self)
			{
				jake2.game.monsters.M_Soldier.soldier_fire(self, 0);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter9:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_fire2";
				}
				
			}
			public override bool think(edict_t self)
			{
				jake2.game.monsters.M_Soldier.soldier_fire(self, 1);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter10:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_duck_down";
				}
				
			}
			public override bool think(edict_t self)
			{
				if ((self.monsterinfo.aiflags & Defines.AI_DUCKED) != 0)
					return true;
				self.monsterinfo.aiflags |= Defines.AI_DUCKED;
				self.maxs[2] -= 32;
				self.takedamage = Defines.DAMAGE_YES;
				self.monsterinfo.pausetime = GameBase.level.time + 1;
				GameBase.gi.linkentity(self);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter11:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_fire3";
				}
				
			}
			public override bool think(edict_t self)
			{
				jake2.game.monsters.M_Soldier.soldier_duck_down.think(self);
				jake2.game.monsters.M_Soldier.soldier_fire(self, 2);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter12:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_fire4";
				}
				
			}
			public override bool think(edict_t self)
			{
				jake2.game.monsters.M_Soldier.soldier_fire(self, 3);
				//
				//	if (self.enemy.health <= 0)
				//		return;
				//
				//	if ( ((skill.value == 3) && (random() < 0.5)) || (range(self,
				// self.enemy) == RANGE_MELEE) )
				//		self.monsterinfo.nextframe = FRAME_attak402;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter13:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_fire6";
				}
				
			}
			public override bool think(edict_t self)
			{
				jake2.game.monsters.M_Soldier.soldier_fire(self, 5);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter14:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_fire7";
				}
				
			}
			public override bool think(edict_t self)
			{
				jake2.game.monsters.M_Soldier.soldier_fire(self, 6);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter15:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_idle";
				}
				
			}
			public override bool think(edict_t self)
			{
				if (Lib.random() > 0.8)
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Soldier.sound_idle, 1, Defines.ATTN_IDLE, 0);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter16:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_stand";
				}
				
			}
			public override bool think(edict_t self)
			{
				if ((self.monsterinfo.currentmove == jake2.game.monsters.M_Soldier.soldier_move_stand3) || (Lib.random() < 0.8))
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_stand1;
				else
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_stand3;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter17:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_walk1_random";
				}
				
			}
			public override bool think(edict_t self)
			{
				if (Lib.random() > 0.1)
					self.monsterinfo.nextframe = Suake2.UI.game.monsters.M_Soldier.FRAME_walk101;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter18:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_walk";
				}
				
			}
			public override bool think(edict_t self)
			{
				if (Lib.random() < 0.5)
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_walk1;
				else
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_walk2;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter19:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_run";
				}
				
			}
			public override bool think(edict_t self)
			{
				if ((self.monsterinfo.aiflags & Defines.AI_STAND_GROUND) != 0)
				{
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_stand1;
					return true;
				}
				
				if (self.monsterinfo.currentmove == jake2.game.monsters.M_Soldier.soldier_move_walk1 || self.monsterinfo.currentmove == jake2.game.monsters.M_Soldier.soldier_move_walk2 || self.monsterinfo.currentmove == jake2.game.monsters.M_Soldier.soldier_move_start_run)
				{
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_run;
					int a = 2;
				}
				else
				{
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_start_run;
				}
				return true;
			}
		}
		public class AnonymousClassEntPainAdapter:EntPainAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_pain";
				}
				
			}
			public override void  pain(edict_t self, edict_t other, float kick, int damage)
			{
				float r;
				int n;
				
				if (self.health < (self.max_health / 2))
					self.s.skinnum |= 1;
				
				if (GameBase.level.time < self.pain_debounce_time)
				{
					if ((self.velocity[2] > 100) && ((self.monsterinfo.currentmove == jake2.game.monsters.M_Soldier.soldier_move_pain1) || (self.monsterinfo.currentmove == jake2.game.monsters.M_Soldier.soldier_move_pain2) || (self.monsterinfo.currentmove == jake2.game.monsters.M_Soldier.soldier_move_pain3)))
						self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_pain4;
					return ;
				}
				
				self.pain_debounce_time = GameBase.level.time + 3;
				
				n = self.s.skinnum | 1;
				if (n == 1)
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Soldier.sound_pain_light, 1, Defines.ATTN_NORM, 0);
				else if (n == 3)
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Soldier.sound_pain, 1, Defines.ATTN_NORM, 0);
				else
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Soldier.sound_pain_ss, 1, Defines.ATTN_NORM, 0);
				
				if (self.velocity[2] > 100)
				{
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_pain4;
					return ;
				}
				
				if (GameBase.skill.value_Renamed == 3)
					return ; // no pain anims in nightmare
				
				r = Lib.random();
				
				if (r < 0.33)
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_pain1;
				else if (r < 0.66)
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_pain2;
				else
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_pain3;
			}
		}
		public class AnonymousClassEntThinkAdapter20:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_duck_up";
				}
				
			}
			public override bool think(edict_t self)
			{
				self.monsterinfo.aiflags &= ~ Defines.AI_DUCKED;
				self.maxs[2] += 32;
				self.takedamage = Defines.DAMAGE_AIM;
				GameBase.gi.linkentity(self);
				return true;
			}
		}
		public class AnonymousClassEntInteractAdapter:EntInteractAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_sight";
				}
				
			}
			public override bool interact(edict_t self, edict_t other)
			{
				if (Lib.random() < 0.5)
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Soldier.sound_sight1, 1, Defines.ATTN_NORM, 0);
				else
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Soldier.sound_sight2, 1, Defines.ATTN_NORM, 0);
				
				if ((GameBase.skill.value_Renamed > 0) && (GameUtil.range(self, self.enemy) >= Defines.RANGE_MID))
				{
					if (Lib.random() > 0.5)
						self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_attack6;
				}
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter21:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "SP_monster_soldier_x";
				}
				
			}
			public override bool think(edict_t self)
			{
				
				self.s.modelindex = GameBase.gi.modelindex("models/monsters/soldier/tris.md2");
				self.monsterinfo.scale = Suake2.UI.game.monsters.M_Soldier.MODEL_SCALE;
				Math3D.VectorSet(self.mins, - 16, - 16, - 24);
				Math3D.VectorSet(self.maxs, 16, 16, 32);
				self.movetype = Defines.MOVETYPE_STEP;
				self.solid = Defines.SOLID_BBOX;
				
				jake2.game.monsters.M_Soldier.sound_idle = GameBase.gi.soundindex("soldier/solidle1.wav");
				jake2.game.monsters.M_Soldier.sound_sight1 = GameBase.gi.soundindex("soldier/solsght1.wav");
				jake2.game.monsters.M_Soldier.sound_sight2 = GameBase.gi.soundindex("soldier/solsrch1.wav");
				jake2.game.monsters.M_Soldier.sound_cock = GameBase.gi.soundindex("infantry/infatck3.wav");
				
				self.mass = 100;
				
				self.pain = Suake2.UI.game.monsters.M_Soldier.soldier_pain;
				self.die = Suake2.UI.game.monsters.M_Soldier.soldier_die;
				
				self.monsterinfo.stand = Suake2.UI.game.monsters.M_Soldier.soldier_stand;
				self.monsterinfo.walk = Suake2.UI.game.monsters.M_Soldier.soldier_walk;
				self.monsterinfo.run = Suake2.UI.game.monsters.M_Soldier.soldier_run;
				self.monsterinfo.dodge = Suake2.UI.game.monsters.M_Soldier.soldier_dodge;
				self.monsterinfo.attack = Suake2.UI.game.monsters.M_Soldier.soldier_attack;
				self.monsterinfo.melee = null;
				self.monsterinfo.sight = Suake2.UI.game.monsters.M_Soldier.soldier_sight;
				
				GameBase.gi.linkentity(self);
				
				self.monsterinfo.stand.think(self);
				
				GameAI.walkmonster_start.think(self);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter22:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "SP_monster_soldier_light";
				}
				
			}
			public override bool think(edict_t self)
			{
				if (GameBase.deathmatch.value_Renamed != 0)
				{
					GameUtil.G_FreeEdict(self);
					return true;
				}
				
				jake2.game.monsters.M_Soldier.SP_monster_soldier_x.think(self);
				
				jake2.game.monsters.M_Soldier.sound_pain_light = GameBase.gi.soundindex("soldier/solpain2.wav");
				jake2.game.monsters.M_Soldier.sound_death_light = GameBase.gi.soundindex("soldier/soldeth2.wav");
				GameBase.gi.modelindex("models/objects/laser/tris.md2");
				GameBase.gi.soundindex("misc/lasfly.wav");
				GameBase.gi.soundindex("soldier/solatck2.wav");
				
				self.s.skinnum = 0;
				self.health = 20;
				self.gib_health = - 30;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter23:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "SP_monster_soldier";
				}
				
			}
			public override bool think(edict_t self)
			{
				Com.DPrintf("Spawning a soldier at " + self.s.origin[0] + " " + self.s.origin[1] + " " + self.s.origin[2] + " " + "\n");
				
				if (GameBase.deathmatch.value_Renamed != 0)
				{
					GameUtil.G_FreeEdict(self);
					return true;
				}
				
				jake2.game.monsters.M_Soldier.SP_monster_soldier_x.think(self);
				
				jake2.game.monsters.M_Soldier.sound_pain = GameBase.gi.soundindex("soldier/solpain1.wav");
				jake2.game.monsters.M_Soldier.sound_death = GameBase.gi.soundindex("soldier/soldeth1.wav");
				GameBase.gi.soundindex("soldier/solatck1.wav");
				
				self.s.skinnum = 2;
				self.health = 30;
				self.gib_health = - 30;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter24:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "SP_monster_soldier_ss";
				}
				
			}
			public override bool think(edict_t self)
			{
				if (GameBase.deathmatch.value_Renamed != 0)
				{
					GameUtil.G_FreeEdict(self);
					return true;
				}
				
				jake2.game.monsters.M_Soldier.SP_monster_soldier_x.think(self);
				
				jake2.game.monsters.M_Soldier.sound_pain_ss = GameBase.gi.soundindex("soldier/solpain3.wav");
				jake2.game.monsters.M_Soldier.sound_death_ss = GameBase.gi.soundindex("soldier/soldeth3.wav");
				GameBase.gi.soundindex("soldier/solatck3.wav");
				
				self.s.skinnum = 4;
				self.health = 40;
				self.gib_health = - 30;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter25:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_cock";
				}
				
			}
			public override bool think(edict_t self)
			{
				if (self.s.frame == jake2.game.monsters.M_Soldier.FRAME_stand322)
					GameBase.gi.sound(self, Defines.CHAN_WEAPON, jake2.game.monsters.M_Soldier.sound_cock, 1, Defines.ATTN_IDLE, 0);
				else
					GameBase.gi.sound(self, Defines.CHAN_WEAPON, jake2.game.monsters.M_Soldier.sound_cock, 1, Defines.ATTN_NORM, 0);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter26:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_duck_hold";
				}
				
			}
			public override bool think(edict_t self)
			{
				if (GameBase.level.time >= self.monsterinfo.pausetime)
					self.monsterinfo.aiflags &= ~ Defines.AI_HOLD_FRAME;
				else
					self.monsterinfo.aiflags |= Defines.AI_HOLD_FRAME;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter27:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_attack";
				}
				
			}
			public override bool think(edict_t self)
			{
				if (self.s.skinnum < 4)
				{
					if (Lib.random() < 0.5)
						self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_attack1;
					else
						self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_attack2;
				}
				else
				{
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_attack4;
				}
				return true;
			}
		}
		public class AnonymousClassEntDodgeAdapter:EntDodgeAdapter
		{
			override public System.String ID
			{
				get
				{
					return "soldier_dodge";
				}
				
			}
			public override void  dodge(edict_t self, edict_t attacker, float eta)
			{
				float r;
				
				r = Lib.random();
				if (r > 0.25)
					return ;
				
				if (self.enemy == null)
					self.enemy = attacker;
				
				if (GameBase.skill.value_Renamed == 0)
				{
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_duck;
					return ;
				}
				
				self.monsterinfo.pausetime = GameBase.level.time + eta + 0.3f;
				r = Lib.random();
				
				if (GameBase.skill.value_Renamed == 1)
				{
					if (r > 0.33)
						self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_duck;
					else
						self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_attack3;
					return ;
				}
				
				if (GameBase.skill.value_Renamed >= 2)
				{
					if (r > 0.66)
						self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_duck;
					else
						self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_attack3;
					return ;
				}
				
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Soldier.soldier_move_attack3;
			}
		}
		private void  InitBlock()
		{
			soldier_frames_stand1 = new mframe_t[]{new mframe_t(GameAI.ai_stand, 0, soldier_idle), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null)};
			soldier_frames_stand3 = new mframe_t[]{new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, soldier_cock), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null)};
			soldier_frames_walk1 = new mframe_t[]{new mframe_t(GameAI.ai_walk_Renamed_Field, 3, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 6, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 2, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 2, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 2, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 1, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 6, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 3, null), new mframe_t(GameAI.ai_walk_Renamed_Field, - 1, soldier_walk1_random), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null)};
			soldier_frames_walk2 = new mframe_t[]{new mframe_t(GameAI.ai_walk_Renamed_Field, 4, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 4, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 9, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 8, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 1, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 3, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 7, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 6, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 7, null)};
			soldier_frames_start_run = new mframe_t[]{new mframe_t(GameAI.ai_run, 7, null), new mframe_t(GameAI.ai_run, 5, null)};
			soldier_frames_run = new mframe_t[]{new mframe_t(GameAI.ai_run, 10, null), new mframe_t(GameAI.ai_run, 11, null), new mframe_t(GameAI.ai_run, 11, null), new mframe_t(GameAI.ai_run, 16, null), new mframe_t(GameAI.ai_run, 10, null), new mframe_t(GameAI.ai_run, 15, null)};
			soldier_frames_pain1 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, - 3, null), new mframe_t(GameAI.ai_move_Renamed_Field, 4, null), new mframe_t(GameAI.ai_move_Renamed_Field, 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
			soldier_frames_pain2 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, - 13, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, 4, null), new mframe_t(GameAI.ai_move_Renamed_Field, 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, 3, null), new mframe_t(GameAI.ai_move_Renamed_Field, 2, null)};
			soldier_frames_pain3 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, - 8, null), new mframe_t(GameAI.ai_move_Renamed_Field, 10, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 4, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 3, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 3, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, 4, null), new mframe_t(GameAI.ai_move_Renamed_Field, 3, null), new mframe_t(GameAI.ai_move_Renamed_Field, 2, null)};
			soldier_frames_pain4 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 10, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 6, null), new mframe_t(GameAI.ai_move_Renamed_Field, 8, null), new mframe_t(GameAI.ai_move_Renamed_Field, 4, null), new mframe_t(GameAI.ai_move_Renamed_Field, 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, 5, null), new mframe_t(GameAI.ai_move_Renamed_Field, 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 3, null), new mframe_t(GameAI.ai_move_Renamed_Field, 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
			soldier_frames_attack1 = new mframe_t[]{new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, soldier_fire1), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, soldier_attack1_refire1), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, soldier_cock), new mframe_t(GameAI.ai_charge, 0, soldier_attack1_refire2), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null)};
			soldier_frames_attack2 = new mframe_t[]{new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, soldier_fire2), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, soldier_attack2_refire1), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, soldier_cock), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, soldier_attack2_refire2), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null)};
			soldier_frames_attack3 = new mframe_t[]{new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, soldier_fire3), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, soldier_attack3_refire), new mframe_t(GameAI.ai_charge, 0, soldier_duck_up), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null)};
			soldier_frames_attack4 = new mframe_t[]{new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, soldier_fire4), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null)};
			soldier_frames_attack6 = new mframe_t[]{new mframe_t(GameAI.ai_charge, 10, null), new mframe_t(GameAI.ai_charge, 4, null), new mframe_t(GameAI.ai_charge, 12, null), new mframe_t(GameAI.ai_charge, 11, soldier_fire8), new mframe_t(GameAI.ai_charge, 13, null), new mframe_t(GameAI.ai_charge, 18, null), new mframe_t(GameAI.ai_charge, 15, null), new mframe_t(GameAI.ai_charge, 14, null), new mframe_t(GameAI.ai_charge, 11, null), new mframe_t(GameAI.ai_charge, 8, null), new mframe_t(GameAI.ai_charge, 11, null), new mframe_t(GameAI.ai_charge, 12, null), new mframe_t(GameAI.ai_charge, 12, null), new mframe_t(GameAI.ai_charge, 17, soldier_attack6_refire)};
			soldier_frames_duck = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, 5, soldier_duck_down), new mframe_t(GameAI.ai_move_Renamed_Field, - 1, soldier_duck_hold), new mframe_t(GameAI.ai_move_Renamed_Field, 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, soldier_duck_up), new mframe_t(GameAI.ai_move_Renamed_Field, 5, null)};
			soldier_frames_death1 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 10, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 10, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 10, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 5, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, soldier_fire6), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, soldier_fire7), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
			soldier_frames_death2 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, - 5, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 5, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 5, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
			soldier_frames_death3 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, - 5, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 5, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 5, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.
				ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
			soldier_frames_death4 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.
				ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
			soldier_frames_death5 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, - 5, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 5, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 5, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
			soldier_frames_death6 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
		}
		
		// This file generated by ModelGen - Do NOT Modify
		
		public const int FRAME_attak101 = 0;
		
		public const int FRAME_attak102 = 1;
		
		public const int FRAME_attak103 = 2;
		
		public const int FRAME_attak104 = 3;
		
		public const int FRAME_attak105 = 4;
		
		public const int FRAME_attak106 = 5;
		
		public const int FRAME_attak107 = 6;
		
		public const int FRAME_attak108 = 7;
		
		public const int FRAME_attak109 = 8;
		
		public const int FRAME_attak110 = 9;
		
		public const int FRAME_attak111 = 10;
		
		public const int FRAME_attak112 = 11;
		
		public const int FRAME_attak201 = 12;
		
		public const int FRAME_attak202 = 13;
		
		public const int FRAME_attak203 = 14;
		
		public const int FRAME_attak204 = 15;
		
		public const int FRAME_attak205 = 16;
		
		public const int FRAME_attak206 = 17;
		
		public const int FRAME_attak207 = 18;
		
		public const int FRAME_attak208 = 19;
		
		public const int FRAME_attak209 = 20;
		
		public const int FRAME_attak210 = 21;
		
		public const int FRAME_attak211 = 22;
		
		public const int FRAME_attak212 = 23;
		
		public const int FRAME_attak213 = 24;
		
		public const int FRAME_attak214 = 25;
		
		public const int FRAME_attak215 = 26;
		
		public const int FRAME_attak216 = 27;
		
		public const int FRAME_attak217 = 28;
		
		public const int FRAME_attak218 = 29;
		
		public const int FRAME_attak301 = 30;
		
		public const int FRAME_attak302 = 31;
		
		public const int FRAME_attak303 = 32;
		
		public const int FRAME_attak304 = 33;
		
		public const int FRAME_attak305 = 34;
		
		public const int FRAME_attak306 = 35;
		
		public const int FRAME_attak307 = 36;
		
		public const int FRAME_attak308 = 37;
		
		public const int FRAME_attak309 = 38;
		
		public const int FRAME_attak401 = 39;
		
		public const int FRAME_attak402 = 40;
		
		public const int FRAME_attak403 = 41;
		
		public const int FRAME_attak404 = 42;
		
		public const int FRAME_attak405 = 43;
		
		public const int FRAME_attak406 = 44;
		
		public const int FRAME_duck01 = 45;
		
		public const int FRAME_duck02 = 46;
		
		public const int FRAME_duck03 = 47;
		
		public const int FRAME_duck04 = 48;
		
		public const int FRAME_duck05 = 49;
		
		public const int FRAME_pain101 = 50;
		
		public const int FRAME_pain102 = 51;
		
		public const int FRAME_pain103 = 52;
		
		public const int FRAME_pain104 = 53;
		
		public const int FRAME_pain105 = 54;
		
		public const int FRAME_pain201 = 55;
		
		public const int FRAME_pain202 = 56;
		
		public const int FRAME_pain203 = 57;
		
		public const int FRAME_pain204 = 58;
		
		public const int FRAME_pain205 = 59;
		
		public const int FRAME_pain206 = 60;
		
		public const int FRAME_pain207 = 61;
		
		public const int FRAME_pain301 = 62;
		
		public const int FRAME_pain302 = 63;
		
		public const int FRAME_pain303 = 64;
		
		public const int FRAME_pain304 = 65;
		
		public const int FRAME_pain305 = 66;
		
		public const int FRAME_pain306 = 67;
		
		public const int FRAME_pain307 = 68;
		
		public const int FRAME_pain308 = 69;
		
		public const int FRAME_pain309 = 70;
		
		public const int FRAME_pain310 = 71;
		
		public const int FRAME_pain311 = 72;
		
		public const int FRAME_pain312 = 73;
		
		public const int FRAME_pain313 = 74;
		
		public const int FRAME_pain314 = 75;
		
		public const int FRAME_pain315 = 76;
		
		public const int FRAME_pain316 = 77;
		
		public const int FRAME_pain317 = 78;
		
		public const int FRAME_pain318 = 79;
		
		public const int FRAME_pain401 = 80;
		
		public const int FRAME_pain402 = 81;
		
		public const int FRAME_pain403 = 82;
		
		public const int FRAME_pain404 = 83;
		
		public const int FRAME_pain405 = 84;
		
		public const int FRAME_pain406 = 85;
		
		public const int FRAME_pain407 = 86;
		
		public const int FRAME_pain408 = 87;
		
		public const int FRAME_pain409 = 88;
		
		public const int FRAME_pain410 = 89;
		
		public const int FRAME_pain411 = 90;
		
		public const int FRAME_pain412 = 91;
		
		public const int FRAME_pain413 = 92;
		
		public const int FRAME_pain414 = 93;
		
		public const int FRAME_pain415 = 94;
		
		public const int FRAME_pain416 = 95;
		
		public const int FRAME_pain417 = 96;
		
		public const int FRAME_run01 = 97;
		
		public const int FRAME_run02 = 98;
		
		public const int FRAME_run03 = 99;
		
		public const int FRAME_run04 = 100;
		
		public const int FRAME_run05 = 101;
		
		public const int FRAME_run06 = 102;
		
		public const int FRAME_run07 = 103;
		
		public const int FRAME_run08 = 104;
		
		public const int FRAME_run09 = 105;
		
		public const int FRAME_run10 = 106;
		
		public const int FRAME_run11 = 107;
		
		public const int FRAME_run12 = 108;
		
		public const int FRAME_runs01 = 109;
		
		public const int FRAME_runs02 = 110;
		
		public const int FRAME_runs03 = 111;
		
		public const int FRAME_runs04 = 112;
		
		public const int FRAME_runs05 = 113;
		
		public const int FRAME_runs06 = 114;
		
		public const int FRAME_runs07 = 115;
		
		public const int FRAME_runs08 = 116;
		
		public const int FRAME_runs09 = 117;
		
		public const int FRAME_runs10 = 118;
		
		public const int FRAME_runs11 = 119;
		
		public const int FRAME_runs12 = 120;
		
		public const int FRAME_runs13 = 121;
		
		public const int FRAME_runs14 = 122;
		
		public const int FRAME_runs15 = 123;
		
		public const int FRAME_runs16 = 124;
		
		public const int FRAME_runs17 = 125;
		
		public const int FRAME_runs18 = 126;
		
		public const int FRAME_runt01 = 127;
		
		public const int FRAME_runt02 = 128;
		
		public const int FRAME_runt03 = 129;
		
		public const int FRAME_runt04 = 130;
		
		public const int FRAME_runt05 = 131;
		
		public const int FRAME_runt06 = 132;
		
		public const int FRAME_runt07 = 133;
		
		public const int FRAME_runt08 = 134;
		
		public const int FRAME_runt09 = 135;
		
		public const int FRAME_runt10 = 136;
		
		public const int FRAME_runt11 = 137;
		
		public const int FRAME_runt12 = 138;
		
		public const int FRAME_runt13 = 139;
		
		public const int FRAME_runt14 = 140;
		
		public const int FRAME_runt15 = 141;
		
		public const int FRAME_runt16 = 142;
		
		public const int FRAME_runt17 = 143;
		
		public const int FRAME_runt18 = 144;
		
		public const int FRAME_runt19 = 145;
		
		public const int FRAME_stand101 = 146;
		
		public const int FRAME_stand102 = 147;
		
		public const int FRAME_stand103 = 148;
		
		public const int FRAME_stand104 = 149;
		
		public const int FRAME_stand105 = 150;
		
		public const int FRAME_stand106 = 151;
		
		public const int FRAME_stand107 = 152;
		
		public const int FRAME_stand108 = 153;
		
		public const int FRAME_stand109 = 154;
		
		public const int FRAME_stand110 = 155;
		
		public const int FRAME_stand111 = 156;
		
		public const int FRAME_stand112 = 157;
		
		public const int FRAME_stand113 = 158;
		
		public const int FRAME_stand114 = 159;
		
		public const int FRAME_stand115 = 160;
		
		public const int FRAME_stand116 = 161;
		
		public const int FRAME_stand117 = 162;
		
		public const int FRAME_stand118 = 163;
		
		public const int FRAME_stand119 = 164;
		
		public const int FRAME_stand120 = 165;
		
		public const int FRAME_stand121 = 166;
		
		public const int FRAME_stand122 = 167;
		
		public const int FRAME_stand123 = 168;
		
		public const int FRAME_stand124 = 169;
		
		public const int FRAME_stand125 = 170;
		
		public const int FRAME_stand126 = 171;
		
		public const int FRAME_stand127 = 172;
		
		public const int FRAME_stand128 = 173;
		
		public const int FRAME_stand129 = 174;
		
		public const int FRAME_stand130 = 175;
		
		public const int FRAME_stand301 = 176;
		
		public const int FRAME_stand302 = 177;
		
		public const int FRAME_stand303 = 178;
		
		public const int FRAME_stand304 = 179;
		
		public const int FRAME_stand305 = 180;
		
		public const int FRAME_stand306 = 181;
		
		public const int FRAME_stand307 = 182;
		
		public const int FRAME_stand308 = 183;
		
		public const int FRAME_stand309 = 184;
		
		public const int FRAME_stand310 = 185;
		
		public const int FRAME_stand311 = 186;
		
		public const int FRAME_stand312 = 187;
		
		public const int FRAME_stand313 = 188;
		
		public const int FRAME_stand314 = 189;
		
		public const int FRAME_stand315 = 190;
		
		public const int FRAME_stand316 = 191;
		
		public const int FRAME_stand317 = 192;
		
		public const int FRAME_stand318 = 193;
		
		public const int FRAME_stand319 = 194;
		
		public const int FRAME_stand320 = 195;
		
		public const int FRAME_stand321 = 196;
		
		public const int FRAME_stand322 = 197;
		
		public const int FRAME_stand323 = 198;
		
		public const int FRAME_stand324 = 199;
		
		public const int FRAME_stand325 = 200;
		
		public const int FRAME_stand326 = 201;
		
		public const int FRAME_stand327 = 202;
		
		public const int FRAME_stand328 = 203;
		
		public const int FRAME_stand329 = 204;
		
		public const int FRAME_stand330 = 205;
		
		public const int FRAME_stand331 = 206;
		
		public const int FRAME_stand332 = 207;
		
		public const int FRAME_stand333 = 208;
		
		public const int FRAME_stand334 = 209;
		
		public const int FRAME_stand335 = 210;
		
		public const int FRAME_stand336 = 211;
		
		public const int FRAME_stand337 = 212;
		
		public const int FRAME_stand338 = 213;
		
		public const int FRAME_stand339 = 214;
		
		public const int FRAME_walk101 = 215;
		
		public const int FRAME_walk102 = 216;
		
		public const int FRAME_walk103 = 217;
		
		public const int FRAME_walk104 = 218;
		
		public const int FRAME_walk105 = 219;
		
		public const int FRAME_walk106 = 220;
		
		public const int FRAME_walk107 = 221;
		
		public const int FRAME_walk108 = 222;
		
		public const int FRAME_walk109 = 223;
		
		public const int FRAME_walk110 = 224;
		
		public const int FRAME_walk111 = 225;
		
		public const int FRAME_walk112 = 226;
		
		public const int FRAME_walk113 = 227;
		
		public const int FRAME_walk114 = 228;
		
		public const int FRAME_walk115 = 229;
		
		public const int FRAME_walk116 = 230;
		
		public const int FRAME_walk117 = 231;
		
		public const int FRAME_walk118 = 232;
		
		public const int FRAME_walk119 = 233;
		
		public const int FRAME_walk120 = 234;
		
		public const int FRAME_walk121 = 235;
		
		public const int FRAME_walk122 = 236;
		
		public const int FRAME_walk123 = 237;
		
		public const int FRAME_walk124 = 238;
		
		public const int FRAME_walk125 = 239;
		
		public const int FRAME_walk126 = 240;
		
		public const int FRAME_walk127 = 241;
		
		public const int FRAME_walk128 = 242;
		
		public const int FRAME_walk129 = 243;
		
		public const int FRAME_walk130 = 244;
		
		public const int FRAME_walk131 = 245;
		
		public const int FRAME_walk132 = 246;
		
		public const int FRAME_walk133 = 247;
		
		public const int FRAME_walk201 = 248;
		
		public const int FRAME_walk202 = 249;
		
		public const int FRAME_walk203 = 250;
		
		public const int FRAME_walk204 = 251;
		
		public const int FRAME_walk205 = 252;
		
		public const int FRAME_walk206 = 253;
		
		public const int FRAME_walk207 = 254;
		
		public const int FRAME_walk208 = 255;
		
		public const int FRAME_walk209 = 256;
		
		public const int FRAME_walk210 = 257;
		
		public const int FRAME_walk211 = 258;
		
		public const int FRAME_walk212 = 259;
		
		public const int FRAME_walk213 = 260;
		
		public const int FRAME_walk214 = 261;
		
		public const int FRAME_walk215 = 262;
		
		public const int FRAME_walk216 = 263;
		
		public const int FRAME_walk217 = 264;
		
		public const int FRAME_walk218 = 265;
		
		public const int FRAME_walk219 = 266;
		
		public const int FRAME_walk220 = 267;
		
		public const int FRAME_walk221 = 268;
		
		public const int FRAME_walk222 = 269;
		
		public const int FRAME_walk223 = 270;
		
		public const int FRAME_walk224 = 271;
		
		public const int FRAME_death101 = 272;
		
		public const int FRAME_death102 = 273;
		
		public const int FRAME_death103 = 274;
		
		public const int FRAME_death104 = 275;
		
		public const int FRAME_death105 = 276;
		
		public const int FRAME_death106 = 277;
		
		public const int FRAME_death107 = 278;
		
		public const int FRAME_death108 = 279;
		
		public const int FRAME_death109 = 280;
		
		public const int FRAME_death110 = 281;
		
		public const int FRAME_death111 = 282;
		
		public const int FRAME_death112 = 283;
		
		public const int FRAME_death113 = 284;
		
		public const int FRAME_death114 = 285;
		
		public const int FRAME_death115 = 286;
		
		public const int FRAME_death116 = 287;
		
		public const int FRAME_death117 = 288;
		
		public const int FRAME_death118 = 289;
		
		public const int FRAME_death119 = 290;
		
		public const int FRAME_death120 = 291;
		
		public const int FRAME_death121 = 292;
		
		public const int FRAME_death122 = 293;
		
		public const int FRAME_death123 = 294;
		
		public const int FRAME_death124 = 295;
		
		public const int FRAME_death125 = 296;
		
		public const int FRAME_death126 = 297;
		
		public const int FRAME_death127 = 298;
		
		public const int FRAME_death128 = 299;
		
		public const int FRAME_death129 = 300;
		
		public const int FRAME_death130 = 301;
		
		public const int FRAME_death131 = 302;
		
		public const int FRAME_death132 = 303;
		
		public const int FRAME_death133 = 304;
		
		public const int FRAME_death134 = 305;
		
		public const int FRAME_death135 = 306;
		
		public const int FRAME_death136 = 307;
		
		public const int FRAME_death201 = 308;
		
		public const int FRAME_death202 = 309;
		
		public const int FRAME_death203 = 310;
		
		public const int FRAME_death204 = 311;
		
		public const int FRAME_death205 = 312;
		
		public const int FRAME_death206 = 313;
		
		public const int FRAME_death207 = 314;
		
		public const int FRAME_death208 = 315;
		
		public const int FRAME_death209 = 316;
		
		public const int FRAME_death210 = 317;
		
		public const int FRAME_death211 = 318;
		
		public const int FRAME_death212 = 319;
		
		public const int FRAME_death213 = 320;
		
		public const int FRAME_death214 = 321;
		
		public const int FRAME_death215 = 322;
		
		public const int FRAME_death216 = 323;
		
		public const int FRAME_death217 = 324;
		
		public const int FRAME_death218 = 325;
		
		public const int FRAME_death219 = 326;
		
		public const int FRAME_death220 = 327;
		
		public const int FRAME_death221 = 328;
		
		public const int FRAME_death222 = 329;
		
		public const int FRAME_death223 = 330;
		
		public const int FRAME_death224 = 331;
		
		public const int FRAME_death225 = 332;
		
		public const int FRAME_death226 = 333;
		
		public const int FRAME_death227 = 334;
		
		public const int FRAME_death228 = 335;
		
		public const int FRAME_death229 = 336;
		
		public const int FRAME_death230 = 337;
		
		public const int FRAME_death231 = 338;
		
		public const int FRAME_death232 = 339;
		
		public const int FRAME_death233 = 340;
		
		public const int FRAME_death234 = 341;
		
		public const int FRAME_death235 = 342;
		
		public const int FRAME_death301 = 343;
		
		public const int FRAME_death302 = 344;
		
		public const int FRAME_death303 = 345;
		
		public const int FRAME_death304 = 346;
		
		public const int FRAME_death305 = 347;
		
		public const int FRAME_death306 = 348;
		
		public const int FRAME_death307 = 349;
		
		public const int FRAME_death308 = 350;
		
		public const int FRAME_death309 = 351;
		
		public const int FRAME_death310 = 352;
		
		public const int FRAME_death311 = 353;
		
		public const int FRAME_death312 = 354;
		
		public const int FRAME_death313 = 355;
		
		public const int FRAME_death314 = 356;
		
		public const int FRAME_death315 = 357;
		
		public const int FRAME_death316 = 358;
		
		public const int FRAME_death317 = 359;
		
		public const int FRAME_death318 = 360;
		
		public const int FRAME_death319 = 361;
		
		public const int FRAME_death320 = 362;
		
		public const int FRAME_death321 = 363;
		
		public const int FRAME_death322 = 364;
		
		public const int FRAME_death323 = 365;
		
		public const int FRAME_death324 = 366;
		
		public const int FRAME_death325 = 367;
		
		public const int FRAME_death326 = 368;
		
		public const int FRAME_death327 = 369;
		
		public const int FRAME_death328 = 370;
		
		public const int FRAME_death329 = 371;
		
		public const int FRAME_death330 = 372;
		
		public const int FRAME_death331 = 373;
		
		public const int FRAME_death332 = 374;
		
		public const int FRAME_death333 = 375;
		
		public const int FRAME_death334 = 376;
		
		public const int FRAME_death335 = 377;
		
		public const int FRAME_death336 = 378;
		
		public const int FRAME_death337 = 379;
		
		public const int FRAME_death338 = 380;
		
		public const int FRAME_death339 = 381;
		
		public const int FRAME_death340 = 382;
		
		public const int FRAME_death341 = 383;
		
		public const int FRAME_death342 = 384;
		
		public const int FRAME_death343 = 385;
		
		public const int FRAME_death344 = 386;
		
		public const int FRAME_death345 = 387;
		
		public const int FRAME_death401 = 388;
		
		public const int FRAME_death402 = 389;
		
		public const int FRAME_death403 = 390;
		
		public const int FRAME_death404 = 391;
		
		public const int FRAME_death405 = 392;
		
		public const int FRAME_death406 = 393;
		
		public const int FRAME_death407 = 394;
		
		public const int FRAME_death408 = 395;
		
		public const int FRAME_death409 = 396;
		
		public const int FRAME_death410 = 397;
		
		public const int FRAME_death411 = 398;
		
		public const int FRAME_death412 = 399;
		
		public const int FRAME_death413 = 400;
		
		public const int FRAME_death414 = 401;
		
		public const int FRAME_death415 = 402;
		
		public const int FRAME_death416 = 403;
		
		public const int FRAME_death417 = 404;
		
		public const int FRAME_death418 = 405;
		
		public const int FRAME_death419 = 406;
		
		public const int FRAME_death420 = 407;
		
		public const int FRAME_death421 = 408;
		
		public const int FRAME_death422 = 409;
		
		public const int FRAME_death423 = 410;
		
		public const int FRAME_death424 = 411;
		
		public const int FRAME_death425 = 412;
		
		public const int FRAME_death426 = 413;
		
		public const int FRAME_death427 = 414;
		
		public const int FRAME_death428 = 415;
		
		public const int FRAME_death429 = 416;
		
		public const int FRAME_death430 = 417;
		
		public const int FRAME_death431 = 418;
		
		public const int FRAME_death432 = 419;
		
		public const int FRAME_death433 = 420;
		
		public const int FRAME_death434 = 421;
		
		public const int FRAME_death435 = 422;
		
		public const int FRAME_death436 = 423;
		
		public const int FRAME_death437 = 424;
		
		public const int FRAME_death438 = 425;
		
		public const int FRAME_death439 = 426;
		
		public const int FRAME_death440 = 427;
		
		public const int FRAME_death441 = 428;
		
		public const int FRAME_death442 = 429;
		
		public const int FRAME_death443 = 430;
		
		public const int FRAME_death444 = 431;
		
		public const int FRAME_death445 = 432;
		
		public const int FRAME_death446 = 433;
		
		public const int FRAME_death447 = 434;
		
		public const int FRAME_death448 = 435;
		
		public const int FRAME_death449 = 436;
		
		public const int FRAME_death450 = 437;
		
		public const int FRAME_death451 = 438;
		
		public const int FRAME_death452 = 439;
		
		public const int FRAME_death453 = 440;
		
		public const int FRAME_death501 = 441;
		
		public const int FRAME_death502 = 442;
		
		public const int FRAME_death503 = 443;
		
		public const int FRAME_death504 = 444;
		
		public const int FRAME_death505 = 445;
		
		public const int FRAME_death506 = 446;
		
		public const int FRAME_death507 = 447;
		
		public const int FRAME_death508 = 448;
		
		public const int FRAME_death509 = 449;
		
		public const int FRAME_death510 = 450;
		
		public const int FRAME_death511 = 451;
		
		public const int FRAME_death512 = 452;
		
		public const int FRAME_death513 = 453;
		
		public const int FRAME_death514 = 454;
		
		public const int FRAME_death515 = 455;
		
		public const int FRAME_death516 = 456;
		
		public const int FRAME_death517 = 457;
		
		public const int FRAME_death518 = 458;
		
		public const int FRAME_death519 = 459;
		
		public const int FRAME_death520 = 460;
		
		public const int FRAME_death521 = 461;
		
		public const int FRAME_death522 = 462;
		
		public const int FRAME_death523 = 463;
		
		public const int FRAME_death524 = 464;
		
		public const int FRAME_death601 = 465;
		
		public const int FRAME_death602 = 466;
		
		public const int FRAME_death603 = 467;
		
		public const int FRAME_death604 = 468;
		
		public const int FRAME_death605 = 469;
		
		public const int FRAME_death606 = 470;
		
		public const int FRAME_death607 = 471;
		
		public const int FRAME_death608 = 472;
		
		public const int FRAME_death609 = 473;
		
		public const int FRAME_death610 = 474;
		
		public const float MODEL_SCALE = 1.200000f;
		
		internal static int sound_idle;
		
		internal static int sound_sight1;
		
		internal static int sound_sight2;
		
		internal static int sound_pain_light;
		
		internal static int sound_pain;
		
		internal static int sound_pain_ss;
		
		internal static int sound_death_light;
		
		internal static int sound_death;
		
		internal static int sound_death_ss;
		
		internal static int sound_cock;
		
		//UPGRADE_NOTE: The initialization of  'soldier_dead' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter soldier_dead;
		
		//UPGRADE_NOTE: The initialization of  'soldier_die' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntDieAdapter soldier_die;
		
		//UPGRADE_NOTE: The initialization of  'soldier_attack1_refire1' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter soldier_attack1_refire1;
		
		//UPGRADE_NOTE: The initialization of  'soldier_attack1_refire2' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter soldier_attack1_refire2;
		
		//UPGRADE_NOTE: The initialization of  'soldier_attack2_refire1' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter soldier_attack2_refire1;
		
		//UPGRADE_NOTE: The initialization of  'soldier_attack2_refire2' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter soldier_attack2_refire2;
		
		//UPGRADE_NOTE: The initialization of  'soldier_attack3_refire' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter soldier_attack3_refire;
		
		//UPGRADE_NOTE: The initialization of  'soldier_attack6_refire' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter soldier_attack6_refire;
		
		// ATTACK6 (run & shoot)
		//UPGRADE_NOTE: The initialization of  'soldier_fire8' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter soldier_fire8;
		
		// ATTACK1 (blaster/shotgun)
		
		//UPGRADE_NOTE: The initialization of  'soldier_fire1' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter soldier_fire1;
		
		// ATTACK2 (blaster/shotgun)
		
		//UPGRADE_NOTE: The initialization of  'soldier_fire2' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter soldier_fire2;
		
		//UPGRADE_NOTE: The initialization of  'soldier_duck_down' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter soldier_duck_down;
		
		//UPGRADE_NOTE: The initialization of  'soldier_fire3' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter soldier_fire3;
		
		// ATTACK4 (machinegun)
		
		//UPGRADE_NOTE: The initialization of  'soldier_fire4' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter soldier_fire4;
		
		//
		// DEATH
		//
		
		//UPGRADE_NOTE: The initialization of  'soldier_fire6' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter soldier_fire6;
		
		//UPGRADE_NOTE: The initialization of  'soldier_fire7' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter soldier_fire7;
		
		//UPGRADE_NOTE: The initialization of  'soldier_idle' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter soldier_idle;
		
		//UPGRADE_NOTE: The initialization of  'soldier_stand' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter soldier_stand;
		
		//
		// WALK
		//
		//UPGRADE_NOTE: The initialization of  'soldier_walk1_random' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter soldier_walk1_random;
		
		//UPGRADE_NOTE: The initialization of  'soldier_walk' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter soldier_walk;
		
		//UPGRADE_NOTE: The initialization of  'soldier_run' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter soldier_run;
		
		//UPGRADE_NOTE: The initialization of  'soldier_pain' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntPainAdapter soldier_pain;
		
		//
		// SIGHT
		//
		
		//UPGRADE_NOTE: The initialization of  'soldier_duck_up' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter soldier_duck_up;
		
		//UPGRADE_NOTE: The initialization of  'soldier_sight' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntInteractAdapter soldier_sight;
		
		//
		// SPAWN
		//
		
		//UPGRADE_NOTE: The initialization of  'SP_monster_soldier_x' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter SP_monster_soldier_x;
		
		/*
		* QUAKED monster_soldier_light (1 .5 0) (-16 -16 -24) (16 16 32) Ambush
		* Trigger_Spawn Sight
		*/
		//UPGRADE_NOTE: The initialization of  'SP_monster_soldier_light' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		public static EntThinkAdapter SP_monster_soldier_light;
		
		/*
		* QUAKED monster_soldier (1 .5 0) (-16 -16 -24) (16 16 32) Ambush
		* Trigger_Spawn Sight
		*/
		
		//UPGRADE_NOTE: The initialization of  'SP_monster_soldier' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		public static EntThinkAdapter SP_monster_soldier;
		
		/// <summary> QUAKED monster_soldier_ss (1 .5 0) (-16 -16 -24) (16 16 32) Ambush
		/// Trigger_Spawn Sight
		/// </summary>
		//UPGRADE_NOTE: The initialization of  'SP_monster_soldier_ss' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		public static EntThinkAdapter SP_monster_soldier_ss;
		
		internal static void  soldier_fire(edict_t self, int flash_number)
		{
			float[] start = new float[]{0, 0, 0};
			float[] forward = new float[]{0, 0, 0}, right = new float[]{0, 0, 0}, up = new float[]{0, 0, 0};
			float[] aim = new float[]{0, 0, 0};
			float[] dir = new float[]{0, 0, 0};
			float[] end = new float[]{0, 0, 0};
			float r, u;
			int flash_index;
			
			if (self.s.skinnum < 2)
				flash_index = blaster_flash[flash_number];
			else if (self.s.skinnum < 4)
				flash_index = shotgun_flash[flash_number];
			else
				flash_index = machinegun_flash[flash_number];
			
			Math3D.AngleVectors(self.s.angles, forward, right, null);
			Math3D.G_ProjectSource(self.s.origin, M_Flash.monster_flash_offset[flash_index], forward, right, start);
			
			if (flash_number == 5 || flash_number == 6)
			{
				Math3D.VectorCopy(forward, aim);
			}
			else
			{
				Math3D.VectorCopy(self.enemy.s.origin, end);
				end[2] += self.enemy.viewheight;
				Math3D.VectorSubtract(end, start, aim);
				Math3D.vectoangles(aim, dir);
				Math3D.AngleVectors(dir, forward, right, up);
				
				r = Lib.crandom() * 1000;
				u = Lib.crandom() * 500;
				Math3D.VectorMA(start, 8192, forward, end);
				Math3D.VectorMA(end, r, right, end);
				Math3D.VectorMA(end, u, up, end);
				
				Math3D.VectorSubtract(end, start, aim);
				Math3D.VectorNormalize(aim);
			}
			
			if (self.s.skinnum <= 1)
			{
				Monster.monster_fire_blaster(self, start, aim, 5, 600, flash_index, Defines.EF_BLASTER);
			}
			else if (self.s.skinnum <= 3)
			{
				Monster.monster_fire_shotgun(self, start, aim, 2, 1, Defines.DEFAULT_SHOTGUN_HSPREAD, Defines.DEFAULT_SHOTGUN_VSPREAD, Defines.DEFAULT_SHOTGUN_COUNT, flash_index);
			}
			else
			{
				if (0 == (self.monsterinfo.aiflags & Defines.AI_HOLD_FRAME))
					self.monsterinfo.pausetime = GameBase.level.time + (3 + Lib.rand() % 8) * Defines.FRAMETIME;
				
				Monster.monster_fire_bullet(self, start, aim, 2, 4, Defines.DEFAULT_BULLET_HSPREAD, Defines.DEFAULT_BULLET_VSPREAD, flash_index);
				
				if (GameBase.level.time >= self.monsterinfo.pausetime)
					self.monsterinfo.aiflags &= ~ Defines.AI_HOLD_FRAME;
				else
					self.monsterinfo.aiflags |= Defines.AI_HOLD_FRAME;
			}
		}
		
		//UPGRADE_NOTE: The initialization of  'soldier_cock' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter soldier_cock;
		
		// STAND
		//UPGRADE_NOTE: The initialization of  'soldier_frames_stand1' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] soldier_frames_stand1;
		
		internal static mmove_t soldier_move_stand1 = new mmove_t(FRAME_stand101, FRAME_stand130, soldier_frames_stand1, soldier_stand);
		
		//UPGRADE_NOTE: The initialization of  'soldier_frames_stand3' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] soldier_frames_stand3;
		
		internal static mmove_t soldier_move_stand3 = new mmove_t(FRAME_stand301, FRAME_stand339, soldier_frames_stand3, soldier_stand);
		
		//UPGRADE_NOTE: The initialization of  'soldier_frames_walk1' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] soldier_frames_walk1;
		
		internal static mmove_t soldier_move_walk1 = new mmove_t(FRAME_walk101, FRAME_walk133, soldier_frames_walk1, null);
		
		//UPGRADE_NOTE: The initialization of  'soldier_frames_walk2' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] soldier_frames_walk2;
		
		internal static mmove_t soldier_move_walk2 = new mmove_t(FRAME_walk209, FRAME_walk218, soldier_frames_walk2, null);
		
		//
		// RUN
		//
		
		//UPGRADE_NOTE: The initialization of  'soldier_frames_start_run' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] soldier_frames_start_run;
		
		internal static mmove_t soldier_move_start_run = new mmove_t(FRAME_run01, FRAME_run02, soldier_frames_start_run, soldier_run);
		
		//UPGRADE_NOTE: The initialization of  'soldier_frames_run' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] soldier_frames_run;
		
		internal static mmove_t soldier_move_run = new mmove_t(FRAME_run03, FRAME_run08, soldier_frames_run, null);
		
		//
		// DUCK
		//
		
		//UPGRADE_NOTE: The initialization of  'soldier_duck_hold' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter soldier_duck_hold;
		
		//
		// PAIN
		//
		
		//UPGRADE_NOTE: The initialization of  'soldier_frames_pain1' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] soldier_frames_pain1;
		
		internal static mmove_t soldier_move_pain1 = new mmove_t(FRAME_pain101, FRAME_pain105, soldier_frames_pain1, soldier_run);
		
		//UPGRADE_NOTE: The initialization of  'soldier_frames_pain2' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] soldier_frames_pain2;
		
		internal static mmove_t soldier_move_pain2 = new mmove_t(FRAME_pain201, FRAME_pain207, soldier_frames_pain2, soldier_run);
		
		//UPGRADE_NOTE: The initialization of  'soldier_frames_pain3' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] soldier_frames_pain3;
		
		internal static mmove_t soldier_move_pain3 = new mmove_t(FRAME_pain301, FRAME_pain318, soldier_frames_pain3, soldier_run);
		
		//UPGRADE_NOTE: The initialization of  'soldier_frames_pain4' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] soldier_frames_pain4;
		
		internal static mmove_t soldier_move_pain4 = new mmove_t(FRAME_pain401, FRAME_pain417, soldier_frames_pain4, soldier_run);
		
		//
		// ATTACK
		//
		
		//UPGRADE_NOTE: The initialization of  'blaster_flash' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static int[] blaster_flash;
		
		//UPGRADE_NOTE: The initialization of  'shotgun_flash' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static int[] shotgun_flash;
		
		//UPGRADE_NOTE: The initialization of  'machinegun_flash' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static int[] machinegun_flash;
		
		//UPGRADE_NOTE: The initialization of  'soldier_frames_attack1' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] soldier_frames_attack1;
		
		internal static mmove_t soldier_move_attack1 = new mmove_t(FRAME_attak101, FRAME_attak112, soldier_frames_attack1, soldier_run);
		
		//UPGRADE_NOTE: The initialization of  'soldier_frames_attack2' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] soldier_frames_attack2;
		
		internal static mmove_t soldier_move_attack2 = new mmove_t(FRAME_attak201, FRAME_attak218, soldier_frames_attack2, soldier_run);
		
		//UPGRADE_NOTE: The initialization of  'soldier_frames_attack3' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] soldier_frames_attack3;
		
		internal static mmove_t soldier_move_attack3 = new mmove_t(FRAME_attak301, FRAME_attak309, soldier_frames_attack3, soldier_run);
		
		//UPGRADE_NOTE: The initialization of  'soldier_frames_attack4' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] soldier_frames_attack4;
		
		internal static mmove_t soldier_move_attack4 = new mmove_t(FRAME_attak401, FRAME_attak406, soldier_frames_attack4, soldier_run);
		
		//UPGRADE_NOTE: The initialization of  'soldier_frames_attack6' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] soldier_frames_attack6;
		
		internal static mmove_t soldier_move_attack6 = new mmove_t(FRAME_runs01, FRAME_runs14, soldier_frames_attack6, soldier_run);
		
		//UPGRADE_NOTE: The initialization of  'soldier_frames_duck' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] soldier_frames_duck;
		
		internal static mmove_t soldier_move_duck = new mmove_t(FRAME_duck01, FRAME_duck05, soldier_frames_duck, soldier_run);
		
		//UPGRADE_NOTE: The initialization of  'soldier_frames_death1' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] soldier_frames_death1;
		
		internal static mmove_t soldier_move_death1 = new mmove_t(FRAME_death101, FRAME_death136, soldier_frames_death1, soldier_dead);
		
		//UPGRADE_NOTE: The initialization of  'soldier_frames_death2' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] soldier_frames_death2;
		
		internal static mmove_t soldier_move_death2 = new mmove_t(FRAME_death201, FRAME_death235, soldier_frames_death2, soldier_dead);
		
		//UPGRADE_NOTE: The initialization of  'soldier_frames_death3' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] soldier_frames_death3;
		
		internal static mmove_t soldier_move_death3 = new mmove_t(FRAME_death301, FRAME_death345, soldier_frames_death3, soldier_dead);
		
		//UPGRADE_NOTE: The initialization of  'soldier_frames_death4' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] soldier_frames_death4;
		
		internal static mmove_t soldier_move_death4 = new mmove_t(FRAME_death401, FRAME_death453, soldier_frames_death4, soldier_dead);
		
		//UPGRADE_NOTE: The initialization of  'soldier_frames_death5' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] soldier_frames_death5;
		
		internal static mmove_t soldier_move_death5 = new mmove_t(FRAME_death501, FRAME_death524, soldier_frames_death5, soldier_dead);
		
		//UPGRADE_NOTE: The initialization of  'soldier_frames_death6' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] soldier_frames_death6;
		
		internal static mmove_t soldier_move_death6 = new mmove_t(FRAME_death601, FRAME_death610, soldier_frames_death6, soldier_dead);
		
		// ATTACK3 (duck and shoot)
		
		//UPGRADE_NOTE: The initialization of  'soldier_attack' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter soldier_attack;
		
		//UPGRADE_NOTE: The initialization of  'soldier_dodge' was moved to static method 'jake2.game.monsters.M_Soldier'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntDodgeAdapter soldier_dodge;
		static M_Soldier()
		{
			soldier_dead = new AnonymousClassEntThinkAdapter();
			soldier_die = new AnonymousClassEntDieAdapter();
			soldier_attack1_refire1 = new AnonymousClassEntThinkAdapter1();
			soldier_attack1_refire2 = new AnonymousClassEntThinkAdapter2();
			soldier_attack2_refire1 = new AnonymousClassEntThinkAdapter3();
			soldier_attack2_refire2 = new AnonymousClassEntThinkAdapter4();
			soldier_attack3_refire = new AnonymousClassEntThinkAdapter5();
			soldier_attack6_refire = new AnonymousClassEntThinkAdapter6();
			soldier_fire8 = new AnonymousClassEntThinkAdapter7();
			soldier_fire1 = new AnonymousClassEntThinkAdapter8();
			soldier_fire2 = new AnonymousClassEntThinkAdapter9();
			soldier_duck_down = new AnonymousClassEntThinkAdapter10();
			soldier_fire3 = new AnonymousClassEntThinkAdapter11();
			soldier_fire4 = new AnonymousClassEntThinkAdapter12();
			soldier_fire6 = new AnonymousClassEntThinkAdapter13();
			soldier_fire7 = new AnonymousClassEntThinkAdapter14();
			soldier_idle = new AnonymousClassEntThinkAdapter15();
			soldier_stand = new AnonymousClassEntThinkAdapter16();
			soldier_walk1_random = new AnonymousClassEntThinkAdapter17();
			soldier_walk = new AnonymousClassEntThinkAdapter18();
			soldier_run = new AnonymousClassEntThinkAdapter19();
			soldier_pain = new AnonymousClassEntPainAdapter();
			soldier_duck_up = new AnonymousClassEntThinkAdapter20();
			soldier_sight = new AnonymousClassEntInteractAdapter();
			SP_monster_soldier_x = new AnonymousClassEntThinkAdapter21();
			SP_monster_soldier_light = new AnonymousClassEntThinkAdapter22();
			SP_monster_soldier = new AnonymousClassEntThinkAdapter23();
			SP_monster_soldier_ss = new AnonymousClassEntThinkAdapter24();
			soldier_cock = new AnonymousClassEntThinkAdapter25();
			soldier_duck_hold = new AnonymousClassEntThinkAdapter26();
			blaster_flash = new int[]{Defines.MZ2_SOLDIER_BLASTER_1, Defines.MZ2_SOLDIER_BLASTER_2, Defines.MZ2_SOLDIER_BLASTER_3, Defines.MZ2_SOLDIER_BLASTER_4, Defines.MZ2_SOLDIER_BLASTER_5, Defines.MZ2_SOLDIER_BLASTER_6, Defines.MZ2_SOLDIER_BLASTER_7, Defines.MZ2_SOLDIER_BLASTER_8};
			shotgun_flash = new int[]{Defines.MZ2_SOLDIER_SHOTGUN_1, Defines.MZ2_SOLDIER_SHOTGUN_2, Defines.MZ2_SOLDIER_SHOTGUN_3, Defines.MZ2_SOLDIER_SHOTGUN_4, Defines.MZ2_SOLDIER_SHOTGUN_5, Defines.MZ2_SOLDIER_SHOTGUN_6, Defines.MZ2_SOLDIER_SHOTGUN_7, Defines.MZ2_SOLDIER_SHOTGUN_8};
			machinegun_flash = new int[]{Defines.MZ2_SOLDIER_MACHINEGUN_1, Defines.MZ2_SOLDIER_MACHINEGUN_2, Defines.MZ2_SOLDIER_MACHINEGUN_3, Defines.MZ2_SOLDIER_MACHINEGUN_4, Defines.MZ2_SOLDIER_MACHINEGUN_5, Defines.MZ2_SOLDIER_MACHINEGUN_6, Defines.MZ2_SOLDIER_MACHINEGUN_7, Defines.MZ2_SOLDIER_MACHINEGUN_8};
			soldier_attack = new AnonymousClassEntThinkAdapter27();
			soldier_dodge = new AnonymousClassEntDodgeAdapter();
		}
	}
}